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If you have not installed SWAT: Elite Force v6 or have upgraded to v6 from v5, do that first. The Stetchkov Syndicate Expansion (included in the GOG.com release) is required to play SWAT: Elite Force. If you do not follow these instructions correctly, you will get an error upon starting the game.

To install this patch, just copy the (whole) folder from the .zip file into your SWAT 4 directory, where the game is installed. It will ask you to overwrite some files, this is normal.

The following changes are changes made in this patch. For a full list of what the mod changes, please view the README.md (openable in any text editor, but a Markdown viewer or Notepad++ will display the best formatting)

Major Changes

The accuracy system has been overhauled entirely. Weapons are easier to aim in general now.

Added an admin system to the game, featuring customizable roles and an MOTD system. For more information, check out the "Admin System" section of "HOW TO PLAY IN MULTIPLAYER."

A new mechanic has been added: Empathy Modifiers. Whenever you stun a target with a less-lethal piece of equipment (taser, pepper spray, beanbags, stinger grenades, punching, ... but not CS gas, flashbangs or pepperball gun), there is a chance that nearby civilians will feel the same morale modification. This will make it much less tedious to pepper spray all civilians in a room on maps like Mt. Threshold Research Center or A-Bomb Nightclub, where there are many uncompliant civilians.

Bulk now affects your weapon switching and reloading speed. Having less bulk means that you will reload your weapons faster and switch between equipment faster.

Minor Changes

Added a new button, 'Pick Random Map', to the All Missions mission selection screen. Clicking the button will pick a random map to play. (You can click it over and over again until you find a map that you would like.)

Added a Map Filter combobox to the Host Game menu. You can filter maps in the list by their source (All Maps, Custom Maps or Stock Maps)

When hosting a game, you can now enable/disable the timer at the beginning or end of a map.

Redid the lighting on Brewer County Courthouse

A LOT of cut speech was restored, including: "arrested" lines by the player and AI officers, lines when the player goes rogue, AI responses to commands, AI responses to dead suspects, civilian lines when shot at, and a lot of the FunTime drug dealer lines

Named speakers from the TSS missions will now be labeled as such in their subtitles. For example, Andrew Norman will appear as "Andrew Norman" instead of "Male Suspect" (*). Band Members from Sellers Street Auditorium are labeled as such, and aren't "Male Civilian"

More blood will appear when shooting something

Suspects are now considered threats when they move towards a hostage for the purpose of threatening them.

Reduced suspect and civilian field of view (120 -> 80)

Increased officer field of view (120 -> 180)

Officers now turn faster, at the same speed suspects do.

Officers will no longer report that they are busy when issued an order.

Officers react faster to suspects.

Officers will no longer take cover if they are very close to a suspect

Officers use the same take-cover time as highly-skilled suspects do

Officers will clear rooms quicker

Officers will listen to (and respond to) sounds even when they have a current enemy

Suspects drop their weapons when cowering

Suspects are no longer a threat when cowering

Reduced the amount of sway on the sniper scope

Added a little blurb of text on the Campaign menu to better explain what each career path does

Bug Fixes

"Fixed TSS Bug" refers to fixed bugs which existed in the original game. "Fixed SEF Bug" refers to fixed bugs which were introduced in SWAT: Elite Force.

EZ, what's up with the new field of view?
Humans have 100 degree FOV only for being able to FOCUS on something without moving one's head, but the peripheral vision goes to up to 220 degrees without moving the head. Including head movements peripheral vision can cover 360, but of course that's only when you want to see what's behind you.

What it means in practice is that while looking forward you can actually see movement in 180 FOV.
So the FOV should probably be 160-180 without head movement, not 80 (also the smaller something is, the closer it needs to be to your line of sight to see it moving)

Suspects and civilians usually turn their heads, so 80 degrees is just lame. Like in a 2D game.

If anything, officers and suspects in full body armor should have lower FOV because of their helmets (at least most of them).